
Hello! Today I’m looking at Bounty Hunter after Patch 7.41f, and the reason is pretty clear: the hero was tuned again so he leans a little less on helping the whole team snowball through Track and a little more on his own damage and control. For a character whose role looks so straightforward on paper, this is exactly the kind of case where small numbers noticeably change how the hero feels in game.
Role and abilities
Bounty Hunter is an Agility melee hero with 1 out of 3 difficulty. His listed roles are Nuker and Escape. If you look at his kit, the idea is very simple: he stalks along enemy trails, keeps them from slipping out of sight, and gains value when his target goes down. In my opinion, he’s one of those heroes whose impact almost always lives somewhere between scouting, tempo, and economy.
- Shuriken Toss — the hero throws a shuriken at an enemy, dealing damage and slowing them. With Aghanim’s Scepter, the cast range increases and the shuriken gains the Jinada effect.
- Jinada — the next attack deals bonus damage and steals unreliable gold from the target.
- Shadow Walk — grants invisibility, bonus movement speed, and pass-through movement until the hero attacks or casts another spell; attacking from invisibility briefly stuns.
- Friendly Shadow — an Aghanim’s Shard ability that can be cast without breaking the owner’s invisibility.
- Big Game Hunter — the innate ability tied to high-value prey.
- Track — marks an enemy hero, reveals invisibility, increases damage they take, shows their gold, and grants bonus gold when the target dies. Casting the spell does not break the owner’s invisibility.
Changes in recent patches
If you go from the newest changes backward, the picture for this hero is pretty harsh: in 7.41f, his economy through Track was noticeably cut, while earlier updates pushed him toward a more active style of play.
- 7.41f — bonus gold for yourself from Track was reduced from 130/225/320 to 80/160/240.
- 7.41f — bonus gold for allies from Track was reduced from 50/90/130 to 40/80/120.
- 7.41f — the level 10 talent for bonus Shuriken Toss slow duration was reduced from 0.6 to 0.35 seconds.
- 7.41f — the level 20 talent was changed: instead of “Track victims share their vision,” it is now “+190 Shuriken Toss damage.”
- 7.41f — the level 25 talent was swapped the other way around: instead of “+250 Shuriken Toss damage,” it is now “Track victims share their vision.”
- 7.41d — Big Game Hunter was buffed: bonus gold was increased from 15% to 20%.
- 7.41c — Shuriken Toss mana cost was increased from 75/80/85/90 to 75/85/95/105.
- 7.41c — bonus movement speed from Shadow Walk was increased from 8/12/16/20% to 11/14/17/20%.
- 7.41c — Track mana cost was reduced from 60 to 50.
- 7.41 — Big Game Hunter was heavily reworked: the hero now gets 15% more gold for participating in kills on high-value prey, which includes enemy heroes in the top 3 by net worth on their team.
- 7.41 — a button was added above the innate ability to show a list of the three enemy heroes considered high-value prey.
- 7.41 — those heroes get a debuff visible to the ability owner and their team.
- 7.41 — gold steal from Jinada was increased from 12/20/28/36 to 15/22/29/36.
- 7.41 — Shadow Walk now also grants 8/12/16/20% movement speed on activation.
- 7.41 — the same change affected Friendly Shadow.
- 7.41 — Track no longer increases the owner’s movement speed by 12/16/20%.
- 7.41 — the level 10 damage talent was increased from 25 to 30.
Statistics
According to OpenDota, over the last 7 days Bounty Hunter had 297,611 public games and a 52.1% win rate. In the same sample, he sits at 17th out of 127 heroes by win rate and 52nd by number of games. I think that’s a very telling spot: the hero doesn’t look mainstream, but the numbers definitely don’t make him look weak.
- Herald — 50.5% win rate.
- Guardian — 49.6% win rate.
- Crusader — 50.4% win rate.
- Archon — 51.2% win rate.
- Legend — 52.6% win rate.
- Ancient — 53.7% win rate.
- Divine — 55.4% win rate.
If you look at the ranks, Bounty Hunter’s win rate rises noticeably as player skill goes up. In my opinion, that fits his nature very well: the better a team understands how to use Track, map pressure, and target selection, the stronger he becomes.
In professional matches, according to OpenDota, the hero has had 4 picks, 1 win, which is 25.0%, and 49 bans over the last period. That’s too small a sample to draw loud conclusions from, but he’s banned noticeably more often than he’s picked. I’d say that looks more like cautious respect for the hero than confidence in his consistency.
Items and matchups
In pro matches, Bounty Hunter usually plays with a very recognizable item build. In my view, it’s easy to see that the hero values speed, vision, utility, and the ability to finish off a target after the first contact.
- Starting items: Iron Branch, Observer and Sentry Wards, Blood Grenade, Tango, Faerie Fire, Wind Lace.
- Early game: Boots of Speed, Tranquil Boots, Urn of Shadows, Chainmail, Bottle, Phase Boots.
- Mid game: Staff of Wizardry, Essence Distiller, Eul’s Scepter of Divinity, Force Staff, Drum of Endurance, Spirit Vessel.
- Late game: Force Staff, Mystic Staff, Eul’s Scepter of Divinity, Blink Dagger, Scythe of Vyse, Wind Waker.
The pro matchups are pretty clear as well. Bounty Hunter is especially annoying to heroes that rely on stealth, tempo, and careful positioning, while mobile and long-range heroes give him a harder time. To me, that makes sense: his kit is stronger when he dictates the timing of the engage himself and doesn’t have to chase.
- Best against: Silencer — 23 games, 82.6% win rate; Dark Willow — 40 games, 70.0% win rate; Templar Assassin — 36 games, 69.4% win rate.
- Worst against: Marci — 25 games, 24.0% win rate; Storm Spirit — 43 games, 30.2% win rate; Sniper — 22 games, 36.4% win rate.
Conclusion
After 7.41f, Bounty Hunter, in my opinion, depends less on the raw value from Track and more on the hero’s actual structure: scouting, tempo, gold theft, and focused damage. This isn’t the kind of patch where you want to talk about a huge collapse, but the direction is clear: the hero is being carefully held back, which means his strength now depends even more on how well he finds the right targets and how well his team can play around information. By the numbers, he still looks perfectly alive, especially in the higher ranks, and I think that’s where he’ll keep feeling the most interesting.
Source: official Dota 2 data and OpenDota.
Discuss on the forum (1 reply)



Трек опять порезали, ну понятно
Пудж бы так резали чаще))
Мне как раз кажется, что без лишнего золота герой станет честнее. ОН и так полезен, если нормально дает обзор и не ошибается с заходом. А теперь, похоже, больше будет решать сам момент на карте, а не просто снежный ком от трека.
Не зовсім. Без зайвого золота він не стає чесним автоматично, просто помилку тепер дорожче робити. Якщо команда не бачить карту, то й цей
Я бы вообще не брал бх в рейтинге. Слишком много надо делать руками, а награда уже не такая жирная.
Ну уж нет, в нормальном драфте он и сейчас неприятный. Вижен, минус голда, добивание целей, это все никуда не делось.
Урізали бонус з трека, і це прям відчутно. Тепер герой менше виглядає як кнопка
That 20 talent swap is the real weird part. They basically pushed him away from pure gold spam and into straight damage.